// Utilities
const Vector3 = {};
const Matrix44 = {};
Vector3.create = function (x, y, z) {
  return { 'x': x, 'y': y, 'z': z };
};
Vector3.dot = function (v0, v1) {
  return v0.x * v1.x + v0.y * v1.y + v0.z * v1.z;
};
Vector3.cross = function (v, v0, v1) {
  v.x = v0.y * v1.z - v0.z * v1.y;
  v.y = v0.z * v1.x - v0.x * v1.z;
  v.z = v0.x * v1.y - v0.y * v1.x;
};
Vector3.normalize = function (v) {
  let l = v.x * v.x + v.y * v.y + v.z * v.z;
  if (l > 0.00001) {
    l = 1.0 / Math.sqrt(l);
    v.x *= l;
    v.y *= l;
    v.z *= l;
  }
};
Vector3.arrayForm = function (v) {
  if (v.array) {
    v.array[0] = v.x;
    v.array[1] = v.y;
    v.array[2] = v.z;
  }
  else {
    v.array = new Float32Array([v.x, v.y, v.z]);
  }
  return v.array;
};
Matrix44.createIdentity = function () {
  return new Float32Array([1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0]);
};
Matrix44.loadProjection = function (m, aspect, vdeg, near, far) {
  const h = near * Math.tan(vdeg * Math.PI / 180.0 * 0.5) * 2.0;
  const w = h * aspect;
  m[0] = 2.0 * near / w;
  m[1] = 0.0;
  m[2] = 0.0;
  m[3] = 0.0;
  m[4] = 0.0;
  m[5] = 2.0 * near / h;
  m[6] = 0.0;
  m[7] = 0.0;
  m[8] = 0.0;
  m[9] = 0.0;
  m[10] = -(far + near) / (far - near);
  m[11] = -1.0;
  m[12] = 0.0;
  m[13] = 0.0;
  m[14] = -2.0 * far * near / (far - near);
  m[15] = 0.0;
};
Matrix44.loadLookAt = function (m, vpos, vlook, vup) {
  const frontv = Vector3.create(vpos.x - vlook.x, vpos.y - vlook.y, vpos.z - vlook.z);
  Vector3.normalize(frontv);
  const sidev = Vector3.create(1.0, 0.0, 0.0);
  Vector3.cross(sidev, vup, frontv);
  Vector3.normalize(sidev);
  const topv = Vector3.create(1.0, 0.0, 0.0);
  Vector3.cross(topv, frontv, sidev);
  Vector3.normalize(topv);
  m[0] = sidev.x;
  m[1] = topv.x;
  m[2] = frontv.x;
  m[3] = 0.0;
  m[4] = sidev.y;
  m[5] = topv.y;
  m[6] = frontv.y;
  m[7] = 0.0;
  m[8] = sidev.z;
  m[9] = topv.z;
  m[10] = frontv.z;
  m[11] = 0.0;
  m[12] = -(vpos.x * m[0] + vpos.y * m[4] + vpos.z * m[8]);
  m[13] = -(vpos.x * m[1] + vpos.y * m[5] + vpos.z * m[9]);
  m[14] = -(vpos.x * m[2] + vpos.y * m[6] + vpos.z * m[10]);
  m[15] = 1.0;
};
//
const timeInfo = {
  'start': 0, 'prev': 0, // Date
  'delta': 0, 'elapsed': 0 // Number(sec)
};
//
let gl;
const renderSpec = {
  'width': 0,
  'height': 0,
  'aspect': 1,
  'array': new Float32Array(3),
  'halfWidth': 0,
  'halfHeight': 0,
  'halfArray': new Float32Array(3)
  // and some render targets. see setViewport()
};
renderSpec.setSize = function (w, h) {
  renderSpec.width = w;
  renderSpec.height = h;
  renderSpec.aspect = renderSpec.width / renderSpec.height;
  renderSpec.array[0] = renderSpec.width;
  renderSpec.array[1] = renderSpec.height;
  renderSpec.array[2] = renderSpec.aspect;
  renderSpec.halfWidth = Math.floor(w / 2);
  renderSpec.halfHeight = Math.floor(h / 2);
  renderSpec.halfArray[0] = renderSpec.halfWidth;
  renderSpec.halfArray[1] = renderSpec.halfHeight;
  renderSpec.halfArray[2] = renderSpec.halfWidth / renderSpec.halfHeight;
};
function deleteRenderTarget(rt) {
  gl.deleteFramebuffer(rt.frameBuffer);
  gl.deleteRenderbuffer(rt.renderBuffer);
  gl.deleteTexture(rt.texture);
}
function createRenderTarget(w, h) {
  const ret = {
    'width': w,
    'height': h,
    'sizeArray': new Float32Array([w, h, w / h]),
    'dtxArray': new Float32Array([1.0 / w, 1.0 / h])
  };

  ret.frameBuffer = gl.createFramebuffer();

  ret.renderBuffer = gl.createRenderbuffer();

  ret.texture = gl.createTexture();



  gl.bindTexture(gl.TEXTURE_2D, ret.texture);

  gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, w, h, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);

  gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);

  gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);

  gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);

  gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);



  gl.bindFramebuffer(gl.FRAMEBUFFER, ret.frameBuffer);

  gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, ret.texture, 0);



  gl.bindRenderbuffer(gl.RENDERBUFFER, ret.renderBuffer);

  gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, w, h);

  gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, ret.renderBuffer);



  gl.bindTexture(gl.TEXTURE_2D, null);

  gl.bindRenderbuffer(gl.RENDERBUFFER, null);

  gl.bindFramebuffer(gl.FRAMEBUFFER, null);



  return ret;

}



function compileShader(shtype, shsrc) {

  const retsh = gl.createShader(shtype);


  gl.shaderSource(retsh, shsrc);

  gl.compileShader(retsh);



  if (!gl.getShaderParameter(retsh, gl.COMPILE_STATUS)) {

    const errlog = gl.getShaderInfoLog(retsh);

    gl.deleteShader(retsh);

    console.error(errlog);

    return null;

  }

  return retsh;

}



function createShader(vtxsrc, frgsrc, uniformlist, attrlist) {

  const vsh = compileShader(gl.VERTEX_SHADER, vtxsrc);

  const fsh = compileShader(gl.FRAGMENT_SHADER, frgsrc);


  if (vsh == null || fsh == null) {

    return null;

  }


  const prog = gl.createProgram();

  gl.attachShader(prog, vsh);

  gl.attachShader(prog, fsh);



  gl.deleteShader(vsh);

  gl.deleteShader(fsh);



  gl.linkProgram(prog);

  if (!gl.getProgramParameter(prog, gl.LINK_STATUS)) {

    var errlog = gl.getProgramInfoLog(prog);

    console.error(errlog);

    return null;

  }



  if (uniformlist) {

    prog.uniforms = {};

    for (var i = 0; i < uniformlist.length; i++) {

      prog.uniforms[uniformlist[i]] = gl.getUniformLocation(prog, uniformlist[i]);

    }

  }



  if (attrlist) {

    prog.attributes = {};

    for (let i = 0; i < attrlist.length; i++) {

      var attr = attrlist[i];

      prog.attributes[attr] = gl.getAttribLocation(prog, attr);

    }

  }



  return prog;

}



function useShader(prog) {

  gl.useProgram(prog);

  for (var attr in prog.attributes) {

    gl.enableVertexAttribArray(prog.attributes[attr]);

  }

}



function unuseShader(prog) {

  for (var attr in prog.attributes) {

    gl.disableVertexAttribArray(prog.attributes[attr]);

  }

  gl.useProgram(null);

}



/////

const projection = {

  'angle': 60,

  'nearfar': new Float32Array([0.1, 100.0]),

  'matrix': Matrix44.createIdentity()

};

const camera = {

  'position': Vector3.create(0, 0, 100),

  'lookat': Vector3.create(0, 0, 0),

  'up': Vector3.create(0, 1, 0),

  'dof': Vector3.create(10.0, 4.0, 8.0),

  'matrix': Matrix44.createIdentity()

};


const pointFlower = {};

const meshFlower = {};
console.log(meshFlower)

let sceneStandBy = false;


const BlossomParticle = function () {

  this.velocity = new Array(3);

  this.rotation = new Array(3);

  this.position = new Array(3);

  this.euler = new Array(3);

  this.size = 1.0;

  this.alpha = 1.0;

  this.zkey = 0.0;

};


BlossomParticle.prototype.setVelocity = function (vx, vy, vz) {

  this.velocity[0] = vx;

  this.velocity[1] = vy;

  this.velocity[2] = vz;

};



BlossomParticle.prototype.setRotation = function (rx, ry, rz) {

  this.rotation[0] = rx;

  this.rotation[1] = ry;

  this.rotation[2] = rz;

};



BlossomParticle.prototype.setPosition = function (nx, ny, nz) {

  this.position[0] = nx;

  this.position[1] = ny;

  this.position[2] = nz;

};



BlossomParticle.prototype.setEulerAngles = function (rx, ry, rz) {

  this.euler[0] = rx;

  this.euler[1] = ry;

  this.euler[2] = rz;

};



BlossomParticle.prototype.setSize = function (s) {

  this.size = s;

};



BlossomParticle.prototype.update = function (dt, et) {
  console.log(et)

  this.position[0] += this.velocity[0] * dt;

  this.position[1] += this.velocity[1] * dt;

  this.position[2] += this.velocity[2] * dt;



  this.euler[0] += this.rotation[0] * dt;

  this.euler[1] += this.rotation[1] * dt;

  this.euler[2] += this.rotation[2] * dt;

};



function createPointFlowers() {

  // get point sizes

  const prm = gl.getParameter(gl.ALIASED_POINT_SIZE_RANGE);

  renderSpec.pointSize = { 'min': prm[0], 'max': prm[1] };


  const vtxsrc = document.getElementById("sakura_point_vsh").textContent;

  const frgsrc = document.getElementById("sakura_point_fsh").textContent;


  pointFlower.program = createShader(

    vtxsrc, frgsrc,

    ['uProjection', 'uModelview', 'uResolution', 'uOffset', 'uDOF', 'uFade'],

    ['aPosition', 'aEuler', 'aMisc']

  );



  useShader(pointFlower.program);

  pointFlower.offset = new Float32Array([0.0, 0.0, 0.0]);

  pointFlower.fader = Vector3.create(0.0, 10.0, 0.0);



  // paramerters: velocity[3], rotate[3]

  pointFlower.numFlowers = 1600;

  pointFlower.particles = new Array(pointFlower.numFlowers);

  // vertex attributes {position[3], euler_xyz[3], size[1]}

  pointFlower.dataArray = new Float32Array(pointFlower.numFlowers * (3 + 3 + 2));

  pointFlower.positionArrayOffset = 0;

  pointFlower.eulerArrayOffset = pointFlower.numFlowers * 3;

  pointFlower.miscArrayOffset = pointFlower.numFlowers * 6;



  pointFlower.buffer = gl.createBuffer();

  gl.bindBuffer(gl.ARRAY_BUFFER, pointFlower.buffer);

  gl.bufferData(gl.ARRAY_BUFFER, pointFlower.dataArray, gl.DYNAMIC_DRAW);

  gl.bindBuffer(gl.ARRAY_BUFFER, null);



  unuseShader(pointFlower.program);



  for (let i = 0; i < pointFlower.numFlowers; i++) {

    pointFlower.particles[i] = new BlossomParticle();

  }

}



function initPointFlowers() {

  //area

  pointFlower.area = Vector3.create(20.0, 20.0, 20.0);

  pointFlower.area.x = pointFlower.area.y * renderSpec.aspect;



  pointFlower.fader.x = 10.0; //env fade start

  pointFlower.fader.y = pointFlower.area.z; //env fade half

  pointFlower.fader.z = 0.1;  //near fade start



  //particles

  const PI2 = Math.PI * 2.0;

  const tmpv3 = Vector3.create(0, 0, 0);

  let tmpv = 0;

  const symmetryrand = function () { return (Math.random() * 2.0 - 1.0); };

  for (var i = 0; i < pointFlower.numFlowers; i++) {

    const tmpprtcl = pointFlower.particles[i];


    //velocity

    tmpv3.x = symmetryrand() * 0.3 + 0.8;

    tmpv3.y = symmetryrand() * 0.2 - 1.0;

    tmpv3.z = symmetryrand() * 0.3 + 0.5;

    Vector3.normalize(tmpv3);

    tmpv = 2.0 + Math.random() * 1.0;

    tmpprtcl.setVelocity(tmpv3.x * tmpv, tmpv3.y * tmpv, tmpv3.z * tmpv);



    //rotation

    tmpprtcl.setRotation(

      symmetryrand() * PI2 * 0.5,

      symmetryrand() * PI2 * 0.5,

      symmetryrand() * PI2 * 0.5

    );



    //position

    tmpprtcl.setPosition(

      symmetryrand() * pointFlower.area.x,

      symmetryrand() * pointFlower.area.y,

      symmetryrand() * pointFlower.area.z

    );



    //euler

    tmpprtcl.setEulerAngles(

      Math.random() * Math.PI * 2.0,

      Math.random() * Math.PI * 2.0,

      Math.random() * Math.PI * 2.0

    );



    //size

    tmpprtcl.setSize(0.9 + Math.random() * 0.1);

  }

}



function renderPointFlowers() {

  let prtcl;
  let i;
  //update

  const PI2 = Math.PI * 2.0;

  const limit = [pointFlower.area.x, pointFlower.area.y, pointFlower.area.z];
  console.log(limit)

  const repeatPos = function (prt, cmp, limit) {

    if (Math.abs(prt.position[cmp]) - prt.size * 0.5 > limit) {

      //out of area

      if (prt.position[cmp] > 0) {

        prt.position[cmp] -= limit * 2.0;

      } else {

        prt.position[cmp] += limit * 2.0;

      }

    }

  };

  const repeatEuler = function (prt, cmp) {

    prt.euler[cmp] = prt.euler[cmp] % PI2;

    if (prt.euler[cmp] < 0.0) {

      prt.euler[cmp] += PI2;

    }

  };


  for (i = 0; i < pointFlower.numFlowers; i++) {

    prtcl = pointFlower.particles[i];

    prtcl.update(timeInfo.delta, timeInfo.elapsed);

    repeatPos(prtcl, 0, pointFlower.area.x);

    repeatPos(prtcl, 1, pointFlower.area.y);

    repeatPos(prtcl, 2, pointFlower.area.z);

    repeatEuler(prtcl, 0);

    repeatEuler(prtcl, 1);

    repeatEuler(prtcl, 2);



    prtcl.alpha = 1.0;//(pointFlower.area.z - prtcl.position[2]) * 0.5;



    prtcl.zkey = (camera.matrix[2] * prtcl.position[0]

      + camera.matrix[6] * prtcl.position[1]

      + camera.matrix[10] * prtcl.position[2]

      + camera.matrix[14]);

  }



  // sort

  pointFlower.particles.sort(function (p0, p1) { return p0.zkey - p1.zkey; });



  // update data

  let ipos = pointFlower.positionArrayOffset;

  let ieuler = pointFlower.eulerArrayOffset;

  let imisc = pointFlower.miscArrayOffset;

  for (i = 0; i < pointFlower.numFlowers; i++) {

    prtcl = pointFlower.particles[i];

    pointFlower.dataArray[ipos] = prtcl.position[0];

    pointFlower.dataArray[ipos + 1] = prtcl.position[1];

    pointFlower.dataArray[ipos + 2] = prtcl.position[2];

    ipos += 3;

    pointFlower.dataArray[ieuler] = prtcl.euler[0];

    pointFlower.dataArray[ieuler + 1] = prtcl.euler[1];

    pointFlower.dataArray[ieuler + 2] = prtcl.euler[2];

    ieuler += 3;

    pointFlower.dataArray[imisc] = prtcl.size;

    pointFlower.dataArray[imisc + 1] = prtcl.alpha;

    imisc += 2;

  }



  //draw

  gl.enable(gl.BLEND);

  //gl.disable(gl.DEPTH_TEST);

  gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);


  const prog = pointFlower.program;

  useShader(prog);



  gl.uniformMatrix4fv(prog.uniforms.uProjection, false, projection.matrix);

  gl.uniformMatrix4fv(prog.uniforms.uModelview, false, camera.matrix);

  gl.uniform3fv(prog.uniforms.uResolution, renderSpec.array);

  gl.uniform3fv(prog.uniforms.uDOF, Vector3.arrayForm(camera.dof));

  gl.uniform3fv(prog.uniforms.uFade, Vector3.arrayForm(pointFlower.fader));



  gl.bindBuffer(gl.ARRAY_BUFFER, pointFlower.buffer);

  gl.bufferData(gl.ARRAY_BUFFER, pointFlower.dataArray, gl.DYNAMIC_DRAW);



  gl.vertexAttribPointer(prog.attributes.aPosition, 3, gl.FLOAT, false, 0, pointFlower.positionArrayOffset * Float32Array.BYTES_PER_ELEMENT);

  gl.vertexAttribPointer(prog.attributes.aEuler, 3, gl.FLOAT, false, 0, pointFlower.eulerArrayOffset * Float32Array.BYTES_PER_ELEMENT);

  gl.vertexAttribPointer(prog.attributes.aMisc, 2, gl.FLOAT, false, 0, pointFlower.miscArrayOffset * Float32Array.BYTES_PER_ELEMENT);



  // doubler

  for (i = 1; i < 2; i++) {

    const zpos = i * - 2.0;

    pointFlower.offset[0] = pointFlower.area.x * -1.0;

    pointFlower.offset[1] = pointFlower.area.y * -1.0;

    pointFlower.offset[2] = pointFlower.area.z * zpos;

    gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);

    gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);



    pointFlower.offset[0] = pointFlower.area.x * -1.0;

    pointFlower.offset[1] = pointFlower.area.y * 1.0;

    pointFlower.offset[2] = pointFlower.area.z * zpos;

    gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);

    gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);



    pointFlower.offset[0] = pointFlower.area.x * 1.0;

    pointFlower.offset[1] = pointFlower.area.y * -1.0;

    pointFlower.offset[2] = pointFlower.area.z * zpos;

    gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);

    gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);



    pointFlower.offset[0] = pointFlower.area.x * 1.0;

    pointFlower.offset[1] = pointFlower.area.y * 1.0;

    pointFlower.offset[2] = pointFlower.area.z * zpos;

    gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);

    gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);

  }



  //main

  pointFlower.offset[0] = 0.0;

  pointFlower.offset[1] = 0.0;

  pointFlower.offset[2] = 0.0;

  gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);

  gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);



  gl.bindBuffer(gl.ARRAY_BUFFER, null);

  unuseShader(prog);



  gl.enable(gl.DEPTH_TEST);

  gl.disable(gl.BLEND);

}



// effects

//common util

function createEffectProgram(vtxsrc, frgsrc, exunifs, exattrs) {

  const ret = {};

  let unifs = ['uResolution', 'uSrc', 'uDelta'];

  if (exunifs) {

    unifs = unifs.concat(exunifs);

  }

  let attrs = ['aPosition'];

  if (exattrs) {

    attrs = attrs.concat(exattrs);

  }



  ret.program = createShader(vtxsrc, frgsrc, unifs, attrs);

  useShader(ret.program);



  ret.dataArray = new Float32Array([

    -1.0, -1.0,

    1.0, -1.0,

    -1.0, 1.0,

    1.0, 1.0

  ]);

  ret.buffer = gl.createBuffer();

  gl.bindBuffer(gl.ARRAY_BUFFER, ret.buffer);

  gl.bufferData(gl.ARRAY_BUFFER, ret.dataArray, gl.STATIC_DRAW);



  gl.bindBuffer(gl.ARRAY_BUFFER, null);

  unuseShader(ret.program);



  return ret;

}


function useEffect(fxobj, srctex) {

  const prog = fxobj.program;

  useShader(prog);

  gl.uniform3fv(prog.uniforms.uResolution, renderSpec.array);



  if (srctex != null) {

    gl.uniform2fv(prog.uniforms.uDelta, srctex.dtxArray);

    gl.uniform1i(prog.uniforms.uSrc, 0);



    gl.activeTexture(gl.TEXTURE0);

    gl.bindTexture(gl.TEXTURE_2D, srctex.texture);

  }

}

function drawEffect(fxobj) {

  gl.bindBuffer(gl.ARRAY_BUFFER, fxobj.buffer);

  gl.vertexAttribPointer(fxobj.program.attributes.aPosition, 2, gl.FLOAT, false, 0, 0);

  gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);

}

function unuseEffect(fxobj) {

  unuseShader(fxobj.program);

}


const effectLib = {};

function createEffectLib() {


  let vtxsrc, frgsrc;

  //common

  const cmnvtxsrc = document.getElementById("fx_common_vsh").textContent;


  //background

  frgsrc = document.getElementById("bg_fsh").textContent;

  effectLib.sceneBg = createEffectProgram(cmnvtxsrc, frgsrc, ['uTimes'], null);



  // make brightpixels buffer

  frgsrc = document.getElementById("fx_brightbuf_fsh").textContent;

  effectLib.mkBrightBuf = createEffectProgram(cmnvtxsrc, frgsrc, null, null);



  // direction blur

  frgsrc = document.getElementById("fx_dirblur_r4_fsh").textContent;

  effectLib.dirBlur = createEffectProgram(cmnvtxsrc, frgsrc, ['uBlurDir'], null);



  //final composite

  vtxsrc = document.getElementById("pp_final_vsh").textContent;

  frgsrc = document.getElementById("pp_final_fsh").textContent;

  effectLib.finalComp = createEffectProgram(vtxsrc, frgsrc, ['uBloom'], null);

}



// background

function createBackground() {

  //console.log("create background");

}

function initBackground() {

  //console.log("init background");

}

function renderBackground() {

  gl.disable(gl.DEPTH_TEST);



  useEffect(effectLib.sceneBg, null);

  gl.uniform2f(effectLib.sceneBg.program.uniforms.uTimes, timeInfo.elapsed, timeInfo.delta);

  drawEffect(effectLib.sceneBg);

  unuseEffect(effectLib.sceneBg);



  gl.enable(gl.DEPTH_TEST);

}



// post process

const postProcess = {};
console.log(postProcess)

function createPostProcess() {

  //console.log("create post process");

}

function initPostProcess() {

  //console.log("init post process");

}



function renderPostProcess() {

  // gl.enable(gl.TEXTURE_2D);

  gl.disable(gl.DEPTH_TEST);

  const bindRT = function (rt, isclear) {

    gl.bindFramebuffer(gl.FRAMEBUFFER, rt.frameBuffer);

    gl.viewport(0, 0, rt.width, rt.height);

    if (isclear) {

      gl.clearColor(0, 0, 0, 0);

      gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

    }

  };


  //make bright buff

  bindRT(renderSpec.wHalfRT0, true);

  useEffect(effectLib.mkBrightBuf, renderSpec.mainRT);

  drawEffect(effectLib.mkBrightBuf);

  unuseEffect(effectLib.mkBrightBuf);



  // make bloom

  for (let i = 0; i < 2; i++) {

    const p = 1.5 + 1 * i;

    const s = 2.0 + 1 * i;

    bindRT(renderSpec.wHalfRT1, true);

    useEffect(effectLib.dirBlur, renderSpec.wHalfRT0);

    gl.uniform4f(effectLib.dirBlur.program.uniforms.uBlurDir, p, 0.0, s, 0.0);

    drawEffect(effectLib.dirBlur);

    unuseEffect(effectLib.dirBlur);



    bindRT(renderSpec.wHalfRT0, true);

    useEffect(effectLib.dirBlur, renderSpec.wHalfRT1);

    gl.uniform4f(effectLib.dirBlur.program.uniforms.uBlurDir, 0.0, p, 0.0, s);

    drawEffect(effectLib.dirBlur);

    unuseEffect(effectLib.dirBlur);

  }



  //display

  gl.bindFramebuffer(gl.FRAMEBUFFER, null);

  gl.viewport(0, 0, renderSpec.width, renderSpec.height);

  gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);



  useEffect(effectLib.finalComp, renderSpec.mainRT);

  gl.uniform1i(effectLib.finalComp.program.uniforms.uBloom, 1);

  gl.activeTexture(gl.TEXTURE1);

  gl.bindTexture(gl.TEXTURE_2D, renderSpec.wHalfRT0.texture);

  drawEffect(effectLib.finalComp);

  unuseEffect(effectLib.finalComp);



  gl.enable(gl.DEPTH_TEST);

}



/////

const SceneEnv = {};
console.log(SceneEnv)

function createScene() {

  createEffectLib();

  createBackground();

  createPointFlowers();

  createPostProcess();

  sceneStandBy = true;

}



function initScene() {

  initBackground();

  initPointFlowers();

  initPostProcess();



  //camera.position.z = 17.320508;

  camera.position.z = pointFlower.area.z + projection.nearfar[0];

  projection.angle = Math.atan2(pointFlower.area.y, camera.position.z + pointFlower.area.z) * 180.0 / Math.PI * 2.0;

  Matrix44.loadProjection(projection.matrix, renderSpec.aspect, projection.angle, projection.nearfar[0], projection.nearfar[1]);

}



function renderScene() {

  //draw

  Matrix44.loadLookAt(camera.matrix, camera.position, camera.lookat, camera.up);



  gl.enable(gl.DEPTH_TEST);



  //gl.bindFramebuffer(gl.FRAMEBUFFER, null);

  gl.bindFramebuffer(gl.FRAMEBUFFER, renderSpec.mainRT.frameBuffer);

  gl.viewport(0, 0, renderSpec.mainRT.width, renderSpec.mainRT.height);

  gl.clearColor(0.005, 0, 0.05, 0);

  gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);



  renderBackground();

  renderPointFlowers();

  renderPostProcess();

}



/////

function onResize(e) {
  console.log(e)

  makeCanvasFullScreen(document.getElementById("sakura"));

  setViewports();

  if (sceneStandBy) {

    initScene();

  }

}



function setViewports() {

  renderSpec.setSize(gl.canvas.width, gl.canvas.height);



  gl.clearColor(0.2, 0.2, 0.5, 1.0);

  gl.viewport(0, 0, renderSpec.width, renderSpec.height);


  const rtfunc = function (rtname, rtw, rth) {

    var rt = renderSpec[rtname];

    if (rt) deleteRenderTarget(rt);

    renderSpec[rtname] = createRenderTarget(rtw, rth);

  };

  rtfunc('mainRT', renderSpec.width, renderSpec.height);

  rtfunc('wFullRT0', renderSpec.width, renderSpec.height);

  rtfunc('wFullRT1', renderSpec.width, renderSpec.height);

  rtfunc('wHalfRT0', renderSpec.halfWidth, renderSpec.halfHeight);

  rtfunc('wHalfRT1', renderSpec.halfWidth, renderSpec.halfHeight);

}



function render() {

  renderScene();

}


let animating = true;

function toggleAnimation(elm) {

  animating ^= true;

  if (animating) animate();

  if (elm) {

    elm.innerHTML = animating ? "Stop" : "Start";

  }

}
toggleAnimation()



function stepAnimation() {

  if (!animating) animate();

}
console.log(stepAnimation)



function animate() {

  const curdate = new Date();

  timeInfo.elapsed = (curdate - timeInfo.start) / 1000.0;

  timeInfo.delta = (curdate - timeInfo.prev) / 1000.0;

  timeInfo.prev = curdate;



  if (animating) requestAnimationFrame(animate);

  render();

}



function makeCanvasFullScreen(canvas) {

  const b = document.body;
  const d = document.documentElement;
  let fullw = Math.max(b.clientWidth, b.scrollWidth, d.scrollWidth, d.clientWidth);
  let fullh = Math.max(b.clientHeight, b.scrollHeight, d.scrollHeight, d.clientHeight);
  canvas.width = fullw;
  canvas.height = fullh;
}
window.addEventListener('load', function (e) {
  console.log(e)
  const canvas = document.getElementById("sakura");
  try {
    makeCanvasFullScreen(canvas);
    gl = canvas.getContext('experimental-webgl');
  } catch (e) {
    alert("WebGL not supported." + e);
    console.error(e);
    return;
  }
  window.addEventListener('resize', onResize);
  setViewports();
  createScene();
  initScene();
  timeInfo.start = new Date();
  timeInfo.prev = timeInfo.start;
  animate();
});
//set window.requestAnimationFrame
(function (w, r) {
  w['r' + r] = w['r' + r] || w['webkitR' + r] || w['mozR' + r] || w['msR' + r] || w['oR' + r] || function (c) { w.setTimeout(c, 1000 / 60); };
})(window, 'equestAnimationFrame');